Rulings for Chaos Rolls 151 to 200

151 - Control Magic - Gain control of target creature.

** This roll is colorless in nature, not blue. [Chaos Rules]

152 - Intimidation - Nobody can attack you until your next turn.

** No specific rulings on this roll.

153- Lightning Round - Until your next turn, when any player casts a spell, that player draws a card.

** This effect takes place as soon as the spell is announced. You will draw the card even if the spell is countered or fizzles. [TomVeil 2-21-99]
** This effect will not stop if you die. [TomVeil 5-16-02]

154 - Unhinge - Target player chooses and discards a card. Draw a card

** No specific rulings on this roll.

155 - PersonaLand - Roll in <PersonaLand>.

** No specific rulings on this roll.

156 - Calm Before the Storm - There are no chaos phases until your next turn. Then, until your next turn after that, all players must roll DOUBLE the normal rolls.

** This means that until your next turn, no spite rolls happen, and until your next turn after that, all spite rolls are doubled (i.e., roll 2 spite rolls). It does NOT double the effects, only the amount of rolls. [Grim 1-25-99]
** It does not double the amount of rolls granted by a roll- a Roll 3 times, for example, still gives you 3 rolls. [Grim 1-25-99]

157 - Peek - Look at target player's hand. Draw a card.

** No specific rulings on this roll.

158 - Yawgmoth's Will -- Until end of turn, you may play cards in your graveyard as though they were in your hand. If a card would be put into your graveyard this turn, remove that card from the game instead.

** No specific rulings on this roll.

159 - Triple Enchant WorldLand - Destroy all EnchantWorldLand rolls already in play. Roll in 3 times and keep all those EnchantWorld effects in play.

** You may respond to this if a Yogan Ran Digidan EWL is in play. [Grim 1-25-99]

160 - CounterRoll - Get a CounterRoll counter. Sacrifice CounterRoll to counter the effects of any roll.

** Countering is done much like a normal counterspell. [Grim 12-17-98]
** Countering a roll MUST be anounced prior to resolving any part of that roll other than the variables (The 6 in a drain life for example). For example, if a Roll 3 times is rolled, you may not wait until after the first roll is rolled and then counter. [TomVeil 2-21-99]

161 - Swords To Plowshares - -- Remove target creature from the game. That creature's controller gains life equal to its power.

** This roll is colorless in nature, not white. [Chaos Rules]

162 - Price of Support - Sacrifice a creature: Put 4 Spirit tokens into play. Treat these tokens as 1/1 creatures that are all colors.

** If you have a creature, you must sacrafice it. If you do not, this roll has no effect. [Grim 1-25-99]

163- TimeTwister - Each player shuffles their hand and graveyard into their library. Each player then draws seven cards.

** No specific rulings on this roll.

164 - Misfortune - An opponent chooses one - You put a +1/+1 counter on each creature you control and gain 4 life; or you put a -1/-1 counter on each creature that player controls that player takes 4 damage.

** If all opponents are phased out (via Distract Shoes roll), this roll fizzles. [Grim 1-25-99]

165 - Hymn of Rebirth - Take target creature from any graveyard and put it into play under your control.

** Creatures are cards of type "Summon" or "Artifact Creature". [M:TG rules]

166 - Sift - Draw 3 cards, then choose and discard a card.

** If you cannot draw 3 cards, you lose the game. [M:TG rules]

167 - RollFork - Get a RollFork Counter. Sacrifice RollFork to duplicate the effects of any roll just rolled. You choose all new targets.

** Roll Forks may not be affected in any way unless used. [Chaos Rules]
** You may fork a roll on any list [Roll Text]
** Forking may be done only after all other rolls other than chaos rolls have been made, so you can't roll a Drain Life for 1 and fork it to roll again. It's a 1 point Drain Life. [TomVeil 2-21-99]
** Just like spells, if a roll is countered after it has been forked, the fork fizzles. [TomVeil 2-21-99]]

168 - Conjure - Search your library for an artifact and put it directly into play. Shuffle your library afterwards.

** If there are no artifacts in your library, you still search for one and shuffle. [Roll Text]

169 - Helm of Obedience - Put the top card of target opponent's library into their graveyard. Repeat this process until you've put 1d6 cards or a creature card into that graveyard, whichever occurs first. If the last card put into the graveyard this way is a creature card, put that card into play under your control.

** Creatures are "Summon" or "Artifact Creature" cards. [Grim 2-20-99]
** You may get a Serra Avatar or cards with similiar effects. [Grim 2-20-99]
** If all opponents are phased out, this roll fizzles. [Grim 1-25-99]

170 - Balloon - Each time you tap a land for mana this turn, gain 1 life.

** This includes your opponent's lands you tap if the mana is drawn from it. [Grim 1-25-99]

171 - Lucky Us - All players reveal the top card of their library. If that card is a permanent, they put it directly into play. If it is a spell, they cast it without paying it's casting cost.

** Since both flips are done at the same time, flipping a counterspell does not allow you to counter another player's spell. [Grim 1-25-99]

172 - Rediscovery - -- All cards that have been removed from the game are reshuffled into their owner's libraries.

** Any cards which have been banned or restricted by some effect do not come back. [Grim 1-25-99]

173- PersonaLand - Roll in PersonaLand.

**No specific rulings on this roll.

174 - Diminishing Returns - Each player shuffles their hand and graveyard into their library and removes the top 4 cards of their library from the game. Then each player draws up to seven cards.

** No specific rulings on this roll.

175 - Power Surge - Take 1 damage for each land you have untapped.

** Reminder- you may not tap lands during chaos phase unless a roll says otherwise. [Chaos Rules]

176 - Ancestral Lands - Search your library for a basic land card of each type you do not control and put those lands into play.

** You may not get dual lands with roll, because it says basic land card. [TomVeil 5-16-02]

177 - WackyLand - Roll in <WackyLand>.

** No specific rulings on this roll.

178 - Chaos Storm - Roll twice and reverse the direction of turns.

** You may not resolve this roll unless you are on on your last roll. [ChaosRules]
** The rolls are made on <ChaosList>. [TomVeil 5-16-02]
** You do not get an extra turn from this effect. The way the directions proceed after you simply reverses. [TomVeil 5-16-02]

179 - Innocent Blood - All players sacrifice a creature.

** No specific rulings on this roll.

180 - Weissman Charm - Weissman Charm -- Choose one - Deal one damage to any number of targets and you draw a card; or draw enough cards to have one more card in hand than the player who currently has the most cards in hand.

** You must announce which option you choose prior to resolving the roll. [Grim 1-25-99]

181 - Global Half-Hymn - Each player chooses and discards one card.

** No specific rulings on this roll.

182 - Trade-In - Sacrifice a creature: Place target creature from your graveyard or your hand into play under your control.

** If you can sacrafice a creature, you must do so, even if there are no creatures you can put into play. If you cannot sacrifice a creature, this roll has no effect. [Grim 1-25-99]
** Because you must target a creature in your graveyard before you resolve any part of the roll, you may not return the creature you sacrificed. [TomVeil 5-16-02]

183 - Go Fish - Name a non-land card. Look at all players' hands and put all copies of the named card into your hand. If no one has that card, draw a card (Go Fish).

** You must name a real Magic, the Gathering card. [Grim 1-25-99]
** Even Yogan Ran Didigan is in play, opponents may still not play effects between the naming of the card and the searching of hands. [TomVeil 2-21-99]

184 - Blessed Wine - Gain 1 life. Draw a card.

** No specific rulings on this roll.

185 - Psionic Blast - Deal 4 damage to target creature or player and 2 damage to yourself.

** This roll is colorless in nature, not blue. [Chaos Rules]

186 - Vampiric Tutor - Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life. At the beginning of your upkeep, you may pay B or 2 life to draw that card.

** You lose the 2 life regardless of how much life you have, but you may not pay the 2 life to draw the card if you have less than 2 life. [M:TG rules]
** You may only pay the B or 2 life if that card is still on top of your library. [TomVeil 5-16-02]

187 - Shortcut - Target creature gains a landwalk ability of your choice.

** You may select a non-basic land. [Grim 1-25-99]

188 - Enchant WorldLand - Destroy all EnchantWorldLand rolls already in play. Roll in <EnchantWorldLand>.

** If a Yogan Ran Digidan EWL is destroyed, you may play fast effects before the roll takes effect. However, the EWL is destroyed BEFORE the new one is rolled, so you must play an fast effects before the new EWL is rolled. [Grim 1-25-99]

189 - Time Walk - Take an extra turn after this one.

** No specific rulings on this roll.

190 - Wanna Bet? - Pick an opponent and a card they control. They pick one of yours. Flip a coin. Winner gets control of loser's card.

** If a player has no cards in play, this roll fizzles. [Grim 1-25-99]
**
Nothing in this roll is a targeted effect, so you may chose things that cannot be the target of spells or abilities. [TomVeil 5-16-02]

191 - Hurricane - Each player and flying creature takes 1d6 damage.

** This roll is colorless in nature, not green. [Chaos Rules]

192 - Lat-Nam's Legacy - Shuffle a card from your hand into your library: Draw 2 cards.

** The two cards are not drawn if a card is not shuffled into library. [TomVeil 2-21-99]

193- Magical Sleight - Change all occurrences of one mana symbol on any card in play to any other mana symbol.

** You may no longer change a mana symbol to colorless. [TomVeil 5-16-02]

194 - Spring Cleaning - Destroy all lands. As many times as a player wishes, they may pay one life to prevent up to two of their lands from being destroyed in this manner.

** Players may not pay life they do not have. [M:TG rules]

195 - Brandish - All cards in all libraries, in all hands, and in play not controlled by their owner go to their owner's graveyard.

** No specific rulings on this roll.

196 - East Wind - As long as you remain in the game, until your next turn if no other player is affected by East Wind, whenever any player would gain life, you gain it instead.

** This includes life gain from cards, rolls, and anything else. [Roll Text]

197 - Fall Harvest - Sacrifice a land: Gain life equal to the number of remaining land you control.

** If you have a land, you must sacrifice it, even if it is the only one you have. [Grim 1-25-99]

198 - Steal Artifact - Gain control of target artifact.

** No specific rulings on this roll.

199 - Feast or Famine - Choose one - Bury target non-black, non-artifact creature; or put a 2/2 black zombie token into play.

** No specific rulings on this roll.

200 - Chaos Tune - Choose any roll from the Chaos List. Resolve this roll as if it was the chosen roll.

** You may pick any roll you want, from the chaos list. You have 1 minute to choose. If you do not choose within 1 minute of the time you roll this, target opponent chooses for you. [Grim 1-25-99]